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															@@ -120,6 +120,9 @@ 
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															 	import boxingCountDown from '@/components/uni-count-down/uni-count-down.vue' 
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															 	import boxingCountDown from '@/components/uni-count-down/uni-count-down.vue' 
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															+	import ActionJump from "@/util/util-js/action/jump.js" 
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															+ 
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															+ 
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															 	export default { 
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															 	export default { 
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															 		components: { 
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															 		components: { 
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															 			boxingCountDown 
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															 			boxingCountDown 
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															@@ -177,13 +180,13 @@ 
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															 					jumpName: 'LEFT_ROTATE', 
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															 					jumpName: 'LEFT_ROTATE', 
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															 					jumpCode: 3, 
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															 					jumpCode: 3, 
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															 					icon: 'rotateJump', 
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															 					icon: 'rotateJump', 
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															-					scaleX: 1, 
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															+					scaleX: -1, 
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															 					bTrigger: false, 
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															 					bTrigger: false, 
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															 				}, { 
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															 				}, { 
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															 					jumpName: 'RIGHT_ROTATE', 
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															 					jumpName: 'RIGHT_ROTATE', 
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															 					jumpCode: 4, 
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															 					jumpCode: 4, 
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															 					icon: 'rotateJump', 
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															 					icon: 'rotateJump', 
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															-					scaleX: -1, 
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															+					scaleX: 1, 
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															 					bTrigger: false, 
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															 					bTrigger: false, 
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															 				}], 
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															 				}], 
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															 				spawnArray: [], 
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															 				spawnArray: [], 
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															@@ -225,7 +228,15 @@ 
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															 				bJumpPlay: false, 
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															 				bJumpPlay: false, 
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															 				jumpCalorie: 1000, 
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															 				jumpCalorie: 1000, 
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															-				jumpSpeed: 1000 
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															+				jumpSpeed: 1000, 
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															+ 
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															+				//硬件设备处理 
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															+				BLEAccIndex: 0, 
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															+				bJump: false, 
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															+				xA: 0, 
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															+				yA: 0, 
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															+				zA: 0, 
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															+				actionJumpObj: null 
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															 			} 
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															 			} 
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															 		}, 
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															 		}, 
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															@@ -241,6 +252,41 @@ 
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															 			this.canvasW = this.SystemInfo.windowWidth; // 画布宽度 
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															 			this.canvasW = this.SystemInfo.windowWidth; // 画布宽度 
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															 			this.canvasH = 114; 
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															 			this.canvasH = 114; 
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															+			// this.xA = 0; 
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															+			// this.yA = 0; 
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															+			// this.zA = 0; 
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															+			// this.bJump = false; 
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															+ 
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															+			_self.actionJumpObj = new ActionJump(); 
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															+ 
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															+			_self.actionJumpObj.addEventListener('resultant', (e) => { 
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															+				if (e.type == 'jump') { 
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															+					// this.jumpCount++; 
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															+					this.bJump = true; 
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															+				} else if (e.type == 'peakOfWave') {} else if (e.type == 'valleyOfWave') {} else if (e.type == 
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															+					'curAngle') { 
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															+					// if (e.value > 0) { 
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															+					//     this.rotate.rotation = 180; 
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															+					//     this.playerControScript.leftJump(); 
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															+					// } else { 
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															+					//     this.rotate.rotation = 0; 
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															+					//     this.playerControScript.rightJump(); 
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															+					// } 
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															+				} else if (e.type == 'rotate') { 
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															+ 
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															+				} else if (e.type == 'stateDataOfJump') { 
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															+					//发送给game,在game里面处理判断 
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															+					this.listenStateDataOfJump(e); 
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															+				} else if (e.type == 'bUpdateDraw') { 
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															+ 
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															+				} else if (e.type == 'stop') { 
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															+ 
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															+					this.onClearData(); 
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															+					console.log('stop'); 
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															+				} 
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															+ 
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															+ 
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															+			}) 
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															 		}, 
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															 		}, 
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															 		methods: { 
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															 		methods: { 
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															 			//load 相关图片 
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															 			//load 相关图片 
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															@@ -352,7 +398,7 @@ 
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															 					if (_ranType >= 1) ran2 += 2; 
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															 					if (_ranType >= 1) ran2 += 2; 
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															 					_newArray = _newArray.concat(_spawnList2[ran2]); 
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															 					_newArray = _newArray.concat(_spawnList2[ran2]); 
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															-					console.log(_newArray); 
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															+					// console.log(_newArray); 
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															 					for (let i = 0; i < _newArray.length; i++) { 
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															 					for (let i = 0; i < _newArray.length; i++) { 
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															 						this.spawnJumpPrefabsFromType(i, _newArray[i]); 
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															 						this.spawnJumpPrefabsFromType(i, _newArray[i]); 
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															 					} 
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															 					} 
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															@@ -395,17 +441,17 @@ 
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															 				this.onDraw(); 
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															 				this.onDraw(); 
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															 			}, 
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															 			}, 
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															-			spawnJumpPrefabsFromType(index,_jumpType) { 
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															+			spawnJumpPrefabsFromType(index, _jumpType) { 
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															 				//todo 生成的节点,后面再处理节奏问题。比如生成顺序 
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															 				//todo 生成的节点,后面再处理节奏问题。比如生成顺序 
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															-				for(let i=0;i<this.jumpTypeArray.length;i++){ 
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															-					if(this.jumpTypeArray[i].jumpCode == _jumpType){ 
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															+				for (let i = 0; i < this.jumpTypeArray.length; i++) { 
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															+					if (this.jumpTypeArray[i].jumpCode == _jumpType) { 
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															 						let _jumpPrefab = Object.assign({}, this.jumpTypeArray[i]); 
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															 						let _jumpPrefab = Object.assign({}, this.jumpTypeArray[i]); 
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															 						this.spawnArray.push(_jumpPrefab); 
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															 						this.spawnArray.push(_jumpPrefab); 
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															 						break; 
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															 						break; 
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															 					} 
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															 					} 
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															 				} 
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															 				} 
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															-			 
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															+ 
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															 			}, 
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															 			}, 
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															 			spawnJumpPrefabs(index) { 
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															 			spawnJumpPrefabs(index) { 
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															@@ -590,22 +636,25 @@ 
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															 			// update (dt) {} 
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															 			// update (dt) {} 
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															 			eliminateJumpPrefab(_jumpType) { 
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															 			eliminateJumpPrefab(_jumpType) { 
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														| 
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															-				//如果消除完,需要重新生成 
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														| 
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															-				if (this.index >= this.spawnArray.length) return; 
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														 | 
														
															 
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														| 
														 | 
														
															 				let _temp = this.spawnArray[this.index]; 
														 | 
														
														 | 
														
															 				let _temp = this.spawnArray[this.index]; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															-				_temp.bTrigger = true; 
														 | 
														
														 | 
														
															 
														 | 
													
												
											
												
													
														| 
														 | 
														
															-				this.index++; 
														 | 
														
														 | 
														
															 
														 | 
													
												
											
												
													
														| 
														 | 
														
															-				//绘制新触发状态 
														 | 
														
														 | 
														
															 
														 | 
													
												
											
												
													
														| 
														 | 
														
															-				this.onDraw(); 
														 | 
														
														 | 
														
															 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 				//如果当前的跳类型和预制目标一样 
														 | 
														
														 | 
														
															 				//如果当前的跳类型和预制目标一样 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 				if (_jumpType == _temp.jumpCode) { 
														 | 
														
														 | 
														
															 				if (_jumpType == _temp.jumpCode) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					_temp.bTrigger = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					this.index++; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					if (this.index >= this.spawnArray.length) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						clearInterval(this.countdownInterval); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						this.countdownInterval = null; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						this.startJumpGame(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					} else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						//绘制新触发状态 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						this.onDraw(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 					//成功 
														 | 
														
														 | 
														
															 					//成功 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 					this.setEliminationCount(1); 
														 | 
														
														 | 
														
															 					this.setEliminationCount(1); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 				} else { 
														 | 
														
														 | 
														
															 				} else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 					//失误 
														 | 
														
														 | 
														
															 					//失误 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 					this.setFaultCount(1); 
														 | 
														
														 | 
														
															 					this.setFaultCount(1); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 				} 
														 | 
														
														 | 
														
															 				} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															- 
														 | 
														
														 | 
														
															 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 			}, 
														 | 
														
														 | 
														
															 			}, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															  
														 | 
														
														 | 
														
															  
														 | 
													
												
											
												
													
														| 
														 | 
														
															 			//设置倒计时 
														 | 
														
														 | 
														
															 			//设置倒计时 
														 | 
													
												
											
										
											
												
													
														 | 
														
															@@ -628,12 +677,209 @@ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 			}, 
														 | 
														
														 | 
														
															 			}, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 			//控制播放 
														 | 
														
														 | 
														
															 			//控制播放 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 			onControllerPlay() { 
														 | 
														
														 | 
														
															 			onControllerPlay() { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				this.$emit("onControllerPlay"); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 				this.bJumpPlay = !this.bJumpPlay; 
														 | 
														
														 | 
														
															 				this.bJumpPlay = !this.bJumpPlay; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 				if (this.bJumpPlay) { 
														 | 
														
														 | 
														
															 				if (this.bJumpPlay) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 					this.startJumpGame(); 
														 | 
														
														 | 
														
															 					this.startJumpGame(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 				} else { 
														 | 
														
														 | 
														
															 				} else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 					this.onClear(); 
														 | 
														
														 | 
														
															 					this.onClear(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 				} 
														 | 
														
														 | 
														
															 				} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			}, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			getCurrentJumpType() { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let _temp = this.spawnArray[this.index];; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				return _temp.jumpCode; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			}, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			//监听跳的状态数据 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			listenStateDataOfJump(data) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let _jumpType = this.getCurrentJumpType(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				//初始全部默认状态 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let _tempState = [{ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						jumpName: 'NORMAL', 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						jumpCode: 0, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						bTrigger: true, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						describe: '正常跳' 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					}, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					{ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						jumpName: 'LEFT', 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						jumpCode: 1, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						bTrigger: false, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						describe: '左直跳' 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					}, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					{ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						jumpName: 'RIGHT', 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						jumpCode: 2, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						bTrigger: false, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						describe: '右直跳' 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					}, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					{ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						jumpName: 'LEFT_ROTATE', 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						jumpCode: 3, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						bTrigger: false, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						describe: '左旋转跳' 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					}, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					{ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						jumpName: 'RIGHT_ROTATE', 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						jumpCode: 4, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						bTrigger: false, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						describe: '右旋转跳' 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				]; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					currentMaxValue, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					oGyroValue 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				} = data 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				console.log('====', data); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				if (currentMaxValue == 0) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					//JumpType.NORMAL = 0 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					if (_jumpType == 0) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						console.log('1====', data); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						this.eliminateJumpPrefabFormTemp(_tempState); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					//JumpType.RIGHT_ROTATE = 4 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					else if (_jumpType == 4 && oGyroValue < 0) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						console.log('right1:', oGyroValue); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						_tempState[4].bTrigger = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						this.eliminateJumpPrefabFormTemp(_tempState); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					//JumpType.LEFT_ROTATE = 3 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					else if (_jumpType == 3 && oGyroValue > 0) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						console.log('left1:', oGyroValue); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						_tempState[3].bTrigger = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						this.eliminateJumpPrefabFormTemp(_tempState); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				} else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					console.log('2====', data); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					if (currentMaxValue > 5) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						_tempState[1].bTrigger = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					} else if (currentMaxValue < -5) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						_tempState[2].bTrigger = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					//如果是检测到旋转跳 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					if (oGyroValue < -5) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						console.log('right:', oGyroValue); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						_tempState[4].bTrigger = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					} else if (oGyroValue > 5) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						console.log('left:', oGyroValue); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						_tempState[3].bTrigger = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					this.eliminateJumpPrefabFormTemp(_tempState); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			}, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			eliminateJumpPrefabFormTemp(_tempState) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				//如果消除完,需要重新生成 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let _temp = this.spawnArray[this.index]; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let bSuccess = false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				console.log(_tempState); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				for (let i = 0; i < _tempState.length; i++) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					let _state = _tempState[i]; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					//如果当前的跳类型和预制目标一样 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					if (_state.jumpCode == _temp.jumpCode && _state.bTrigger) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						//成功 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						bSuccess = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						break; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				//如果存在其中一个为true 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				if (bSuccess) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					console.log("bSuccess:", bSuccess); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					_temp.bTrigger = true; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					this.index++; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					if (this.index >= this.spawnArray.length) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						clearInterval(this.countdownInterval); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						this.countdownInterval = null; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						this.startJumpGame(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					} else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						//绘制新触发状态 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						this.onDraw(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					//成功 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					this.setEliminationCount(1); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				} else { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					//失误 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					this.setFaultCount(1); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			}, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			/** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			 * @param {Object} gameData 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			 * 识别跳部分数据处理 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			 */ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			onBLERopeUpdate(gameData) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				//********陀螺仪角速度******** 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					gx, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					gy, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					gz 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				} = gameData.gyro; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					min, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					s, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					ms 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				} = gameData; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let _ax = -gameData.acc.ax * 10; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let _ay = gameData.acc.ay * 10; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let _az = gameData.acc.az * 10; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				//低通滤波分离重力 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let alpha = 0.8; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				this.xA = alpha * this.xA + (1 - alpha) * _ax; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				this.yA = alpha * this.yA + (1 - alpha) * _ay; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				this.zA = alpha * this.zA + (1 - alpha) * _az; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				//高通滤波获取线性速度 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let linear_acceleration_x = _ax - this.xA; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let linear_acceleration_y = _az - this.zA; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let linear_acceleration_z = _ay - this.yA; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				let _temp = { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					linearAcc: { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						lAccX: linear_acceleration_x, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						lAccY: linear_acceleration_y, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						lAccZ: linear_acceleration_z 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					}, //gameData.acc, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					oriAcc: { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						oAccX: _ax, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						oAccY: _ay, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						oAccZ: _az 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					}, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					gravityAcc: { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						gravityX: this.xA, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						gravityY: this.yA, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						gravityZ: this.zA 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					}, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					bLimitRebound: false, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					resultant: Math.sqrt(_ax * _ax + 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						_ay * _ay + _az * _az), 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					runIndex: this.BLEAccIndex, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					//陀螺仪 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					oriGyro: { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						oGyroX: gx, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						oGyroY: gy, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+						oGyroZ: gz 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				}; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				this.actionJumpObj.updateJump(_temp); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+ 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				if (this.BLEAccIndex > 150) { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					this.onClearData(); 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+					this.bJump = false; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				this.BLEAccIndex++; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				this.oldxA = this.xA; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			}, 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+			onClearData() { 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 
														 | 
														
														 | 
														
															+				this.BLEAccIndex = 0; 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 			} 
														 | 
														
														 | 
														
															 			} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 		} 
														 | 
														
														 | 
														
															 		} 
														 | 
													
												
											
												
													
														| 
														 | 
														
															 	} 
														 | 
														
														 | 
														
															 	} 
														 |